Category Archives: PC Videogames

PC videogames – I love PC games, so this will be a pretty full category.

League of Legends

League of Legends (American Version) Loads
League of Legends (American Version) Loads

Well, League of “Sucky Download Speeds, Horrible Client Frontend and Beta Status” I guess πŸ˜‰

Basically this was recommended by Idle Thumbs, and the gameplay, once you get to actually playing a game, is pretty fun. It all comes down to if you like controlling a single unit in RTS style, in a standard non-dynamic battlefield, working with random people, and destroying an enemy base. This is Defence of the Ancients, one of a few games out now or coming out soon that mimic the gameplay. I will probably try the other two soon.

Horrible Downloads

Let’s get one thing straight though. The League of Legends team has this not going for it: it’s hopelessly confusing getting the damn thing installed.

League of Legends utterly useless downloader.
League of Legends utterly useless downloader.

Now, should a what-might-be-kinda-a-review point this out? YES! Because I am now, while writing this, spending an hour re-downloading the European version of the game from, whereas I previously slowly downloaded the American client at Just so I can play with the single person I have on Steam who also has it. Oh, did I mention this uses bittorrent to simply mean I can’t get it reasonably fast? The download is 750MB in size, and only available though the crappy “download clients” which are hopelessly slow (50 minutes and counting, fluctuating between 50KB/s and 200KB/s).

League of Legends Doesn't Like Your Duplicate Name!
League of Legends Doesn't Like Your Duplicate Name!

I also need to make a brand new account. Gee, thanks for wasting my time. Oh, not that it is easy to find on the main page. Nope, it’s either some random popup (which I closed assuming I didn’t need another account and because I just wanted to browse the site!) or buried at the bottom of the FAQ page, pointing here. Also, for some reason the “Summoner” name can’t be the same as the “Username” despite them being the same thing. I don’t understand this at all. I am sure the main League of Legends site doesn’t have this requirement.

Finally, once it’s downloaded, wait! No, don’t play just yet, you need to download the ton o’ updates first! Oh, why oh why isn’t the installer updated to take these updates into account? Don’t ask me! πŸ™

No, Riot, I’m also not going to make it easier to use your crappy download tools (which don’t allow direct downloads, it appears) by opening my firewall. Although you seem to use my upload speed regardless πŸ™ This is not how you get me to enjoy your game. Beta or not, this is entirely the opposite of fun. Gah!

The Frontend

The American version (since I don’t have the seemingly entirely incompatible European version installed yet) the front end is more a flash web app (yes, it installs a flash toolkit to run, so it is a flash web app). It’s pretty poor to navigate, sluggish, help is non-existent, parts of it are incomplete (obviously, it’s in beta) or seemingly not functioning.

(Jumped up to 56 minutes left now!). The actual thing isn’t terrible once you can find a game you can join (no filters, so tough luck getting rid of the locked likely bot-only games), although it takes a fair amount of time just to start the game – choosing a character and the spells (the only two choices you need to do) is fine to give you some time to do, but it had waited the whole 1:30 when I played with bots. I honestly can’t remember if it also did this when I played with humans, who knows…

Then it finally gets to loading the actual game.

The Game

(51 minutes left). The game is pretty much a Warcraft III-looking thing. The GUI is certainly streamlined to doing the one thing you can, that is, controlling your one character. The actual graphics are fine, functional even if a little confusing at times – effects stack up in weird ways, making you unsure of what bad effect you’re under at times unless a popup says specifically “slowed!”.

The game is all about destroying some towers, getting to the enemy base, and destroying it. They do the same – it’s a mirror map (sadly – since I’d love to see some unbalanced maps – attack, defend, different allies etc.). You also have some additional neutral creatures to kill for money if you like. It’s nothing much more then the original mod it was taken from, although I prefer the shop being in one place, the second 2 lane map is fun too.

(Jumped to 1 hour! 574MB left…). You do get a vast choice of heroes – and it is certainly more fun having a large amount of things to choose from. Be prepared to die a lot, of course, since the whole point is to kill the strong enemies heroes first, before you can get anywhere near the enemy base. I also really really like having suggested gear to buy – simply put the interface is pretty terrible for quickly finding something suitable to buy with your cash. No options for “more damage rather then health” or something, but it’s a good feature to have.

You can practice against bots. They’re pretty boring, likely because of their beta status – only playing a few types of heroes, at 2 easy difficulty levels. A shame really, especially since they could take over people who have disconnected in the main game if they were done right.

Oh, I don’t have any screenshots in-game for some reason. Can’t get any from the American version since I uninstalled it due to thinking the European version would be quick to download (hah!).


Give it a shot while it’s free. Choose the right damn one first though, don’t ask me, I’m still confused why they can’t be the same service since there are barely any beta players as it is, and I got reasonable ping times (since RTS games don’t need amazing ones) in any case! I think many people I played with were the same too – the totally inexcusable complexity of it all is mind-numbing to me. For this reason I think I’ll be put off buying playing it it (edit: I got told it is free, well, Microtransaction free – wait to see how much is pay-to-unlock, hmm, and being free doesn’t get it off the hook), and certainly need to look at the alternatives first.

(It’s gone up to over an hour now! Time to upload some pictures…).


League of Legends EU Downloader Crashes
League of Legends EU Downloader Crashes

THE DOWNLOAD CLIENT JUST CRASHED SINCE I WANTED TO STOP THE STUPID UPLOADING SO I COULD UPLOAD PICTURES FOR THIS POST. I manage to restart it and it decides there is ONE HOUR AND A HALF LEFT. It is utterly raping my upload speed, tons of connections and it can’t get more then 100Kb/s.

Upload this crap to fileshack or something! ANYTHING IS BETTER THEN THIS. EVEN STEAM WORKS BETTER THEN THIS! πŸ™

I give up. I’ve played the American version and only getting the EU one to play with someone I know. It won’t change the gameplay, which is a shame it’s wrapped up so badly. I just hope for their sake they get it together and offer basic ways to get the game without this rubbish first. This seems to be gold-release Beta stage for them, and likely is what it will be at release. I am sad at this. Very sad.

Says 2 hours 30 now… πŸ™

Company of Heroes: Tales of Valor and Joint Operations

Here we go! A writeup of the Company of Heroes expansion Tales of Valor which I’ve finished this weekend, along with Joint Operations, a very cool Company of Heroes modification.

Tales of Valor

The actual game, Tales of Valor, let me say now is probably not worth the full price of admission (~Β£25 they were asking for in various places). It is a standalone expansion, as far as I’m aware, which is nice of them, however it doesn’t have anywhere near the amount of playtime that Opposing Fronts has. I’d recommend waiting and getting this cheap, or bundled, if possible. It does, however, add some nice bits and pieces, and I had fun playing it πŸ™‚

The extra units – you get no extra armies (we’re never going to see the Russians it seems) range from pretty hopeless or very specific tactically (replacing my Cromwell tank with a open-topped troop transport? you must be joking! the British barely get any AT or tanks to begin with!) to the better-then-before (you can replace the Tiger Ace with a even better Tiger Ace from the campaign, neato). With only a dozen, it’s not really necessary to get Tales of Valor just to play multiplayer.

The mini-campaigns

ToV Causeway cutscene - go Mr American hero, I salute your cutscene death!
ToV Causeway cutscene - go Mr American hero, I salute your cutscene death!

The 3 mini-campaigns (each one taking place on the same map, but over 3 levels) are actually pretty fun. They’re not too long, maybe a few hours for each campaign, making them quite easy to get through, except for the first and second levels of the Falaise Pocket campaign, which was a nightmare for me. The mini-stories are a bit overblown from the source material, but certainly are pulled off rather well. A bit more engaging then some of the original campaigns and Opposing Front missions.

One favourite part for me was having some bad-ass airborne squads which you upgraded with XP, which certainly helped push a mission onwards. The Tiger Ace campaign was pretty fun, but one tank isn’t as much of bad-assery, despite pretty much being invulnerable in the mission. If these were mid-point missions in a set of larger overarching stories, it’d be much more awesome as a kind of contrast to the base-building large-army missions most of the normal campaigns have.

Online Operations

There is, nicely added, some new online game modes. The online part of Company of Heroes really is difficult to get into (I had my ass kicked by the AI recently, and with playing with friends – the units are just that hard to get your head around). The new modes include the defensive Stonewall, my favourite, as well as the terribly balanced Assault (using hero units) and not-very-fun-to-me Panzerkrieg.

Stonewall is, in a word, fun – simple 4 player co-op, doing defensive actions against troops coming from multiple directions, and allowing you to play as the Axis or Allies. Biggest drawback; only a single map! The game also can take around an hour to play, making it a bit of an investment of time. However, it is very fun – and since it scales with the amount of people, with a full complement of 4, you really need to work together and cover each other properly (usually, with half of the people using infantry, half using tanks). Victory or defeat isn’t always that clear cut either, noting my screenshot of victory with barely any men left (and the last levels always have a massive load of elite tanks drive into your base!).

Stonewall - Defeat is not always mandatory, we won with this many remaining!
Stonewall - Defeat is not always mandatory, we won with this many remaining!

The addition of tactical buildings to hold (or lose) helps modify strategy too. I’ve now pretty much played out all the options, so no doubt repeated plays get less intense, but it does randomise many waves and you get more variety in your allies actions that really changes how it plays.

Assault is, in a word, unbalanced. You have 3v3 where you have 2 NPC armies face each other, constantly spawning, while the players take up hero units. However, Heavy Weapons men just kick ass at killing buildings – and how do you win? by killing a building! (you can actually also run past most of the defences and bunkers with such a unit too). I’ve managed to repel such attackers using a sniper, but this is still distressingly unbalanced and thus unfun. The actual NPC attackers are pretty lightweight, and losses of forward buildings don’t seem to do much – DOTA this sadly isn’t. Only one map doesn’t help this, especially since it’s a huge one!

Setting up Panzerkrieg - you can see the map layout/spawn points
Setting up Panzerkrieg - you can see the map layout/spawn points

Panzerkrieg is, in a word, hard. For a start, the few games I’ve played my team mates have been worse then me – so perhaps I need to give this a second try. It’s based on relatively intense small tank battles, since you can have 3v3 and a choice of 3 tanks, which you upgrade using XP you gain. You lose points (and thus can lose) by losing tanks, or win by holding victory points to drain the enemies points.

Joint Operations

reliccoh 2009-06-25 20-04-23-25
reliccoh 2009-06-25 20-04-23-25

Joint Operations is a mod which has been out for a fair while now, and is getting highly polished. There are basically various campaign-like missions – defensive, offensive or a mixture, with maps for 1, 2 or 3 players. Since I can’t cope with competitive play, this mod is amazing amounts of fun. You need to bring a friend though!

reliccoh 2009-06-25 20-24-19-64
reliccoh 2009-06-25 20-24-19-64

The maps do range in quality, but most are top bits of work. Defensive operations might be timed (last X amount of minutes), sets of waves (which are unlimited), or objective based (holding onto a point/keeping officers alive) or a mixture of all 3. Offensive operations have either set squads and reinforcements, or base building to complete objectives.

reliccoh 2009-06-25 20-24-50-12
reliccoh 2009-06-25 20-24-50-12

The main great thing is the co-op nature of it. Company of Heroes lacks a co-op option for it’s campaigns (something they added in Dawn of War 2 most notably), with Stonewall basically being the only option for it. Even failing a mission, it’s fun to do so with friends against impossible odds (well, impossible to us, who are not great players!). The only thing is possibly the difficulty, which can tend to “murderously insane after 10 minutes”. There is a large amount of variety in maps though, with 1, 2 and 3 player options, with some supporting AI allies.

However, the mod is excellent overall. Well worth getting, and gets a bigger thumbs up then Tales of Valor considering the amount of time I’ve put into it!


Well, if you like World War 2 themed RTS gameplay, then Company of Heroes now has everything pretty much – competitive and tight online multiplayer, co-op play (at least via. Joint Operations) if you don’t like the hardcore competitive online games, and a wide range of campaign missions that will suite most everyone.

I have a gallery of some more shots from both the mod and the game.

Fallout 3

You become a bit startled going outside for the first time

Fallout 3…oh, Fallout 3. After spending 50 hours in the game according to my save files (thus more since I reloaded sometimes) spread over 5 months (from January to this week), I must say it was quite an adventure. Before I get to some spoilers, let me say the journey is pretty good most of the time, but there were bumps in the road, and like anything else, ups and downs. This is my mini-overview/review/journey πŸ™‚

If you want a screenshot travelogue of the entire game, which man is a lot of screenshots, check here! I’m not going to annotate them like my Deus Ex ones, since there are over 400 of them. 400! This was kind of an attempt to do some kind of log in picture form though, since I didn’t take any other notes.

The Post-apocalypse Never Was So Fun To Explore!

The in-game world is pretty huge

Right off the bat I highly recommend Fallout 3 to those who enjoy exploring. There are amazing things to find, setup by the level designers, artists, writers or programmers. Little gems in the sea of brown that basically is Fallout 3’s main colour pallet. Among these are the contrasting forest Harold area, the classic 50’s black and white inspired and entirely too spooky Tranquility Lane, as well as very interestingly recreated Washington areas. The radio is well used, although could have used more songs, and perfectly fits exploring the world πŸ˜€

The start of the game also is a nice sandbox – for learning about the world, sorting your character in a rather nice in-character way, and doing some nice exploration of a small areas. Jumping through your life’s early major events is perfectly suited to vault life too.

I did enjoy many quests, although they were all pretty basic and morality was either “kill or save” all the time. The exploration was pushed on by far-reaching quests set over a massive area, although fast travel helped enormously. You can find some nice unique items by exploring, some which are nice to just come across.

VATs Combat

The combat was amazingly over the top. Lasers, chainsaws, limbs flying everywhere, slow motion galore. Even on hard, I never really found it difficult (although I did set my companions to “never totally die” so I didn’t have to micromanage quicksaves). I should have used more of my big guns I guess, I rarely used the mini-nuke launcher, which is a pretty fun weapon. Tying the combat in with some okay, but not brilliant, lockpicking and hacking exercises gives fits and bursts of action on top of slower exploration. VAT’s was, I think, a good thing overall – but a better real time combat system for the obvious amount of time you run out of VAT’s points would have been good. I felt that just having the fastest weapon (my laser rifle or pistol or combat shotgun) was necessary for ever finishing a fight.

A Tragedy of Many Errors

All characters still look pretty…dead

There were some worse off parts about the game however. The actual RPG dialogues and choices are mind-numbingly bad – not necessarily in voice acting (which is much improved since Oblivions horrendous 6 voice actors situation), but the actual dialogue the player gets to choose from, and the few choices they get are usually “Good”, “Evil” and “Kill Everything Totally Evil”. There were a few quests which did warrant somewhat more careful choices – the android quest (finding an android who wiped it’s own memory for a foreigner – you can capture him/kill him, or get the foreigner to go away or kill the foreigner) I recall, had a good few ways to do the various outcomes (although doing it the most straightforward good way was a net loss for rewards when I rechecked the Fallout 3 wiki, sigh).

None of these were ever dilemmas though, something I thought would come more to the fore. In fact, one quest I didn’t bother to play through, partially because I knew the ending and wasn’t interested in the quest anyway, was the Tenpenny Tower Ghouls. This was where a set of ghouls wanted into a nicely defended, human-only tower. The quest had three options: ignore it (my choice), let the ghouls in, or kill the ghouls. Letting them in had the ghouls eventually just kill all the humans, and killing the human-like talking ghouls wiped them out. It was not a morale dilemma, just a rather silly point of “The ghouls were actually evil”, since no one in the tower particularly was evil. The only way this part of the game could have made sense is if there were other morale dilemmas and dodgy choices available in the game – where people were not clear-cut good and evil. There are only rare cases of this however. No, the Megaton wasn’t one of these, that was an entirely comical choice at best, and warrants no real discussion πŸ™

So, the choice is there, but not exactly very inspiring sets of choices. Luckily most of the fun is not in the deep dialogue and plot paths, but in the exploration.

My choice of companion: the only woman, Star Paladin Cross

Companions and AI also, sadly, were not a strong point. Companions were basically gun-holders. Dogmeat was cool, but a dog is a dog, and he didn’t really do much. The various different AI enemies were pretty bland, beelining for you or finding cover (sometimes) – at least they fought pretty competently when they weren’t trying to shoot their guns through terrain, and did explode nicely when needed. I wish the companions did more then just repeat the same canned lines (which get boring fast), and have their own quest lines, but never mind. A missed opportunity to be sure!

Tranquility Lane, good random plot mission

Finally, the plot itself – started reasonably okay (and had interesting points), if terribly fridge-logic based (why did your Father leave without you? why kill himself? urg…), however never really bonds the player to the tasks they are assigned at all – especially after your already distant father kills himself. With no real option to do anything but follow the plot markers around, well, apart from some interesting missions inserted into the general plot for no real reason, it’s a letdown (although much, much more of an improvement over the ghastly short and very boring Oblivion plot). The one bit which annoyed me, and I never got told this, but Eden being a computer – this really was very underused. A real shame, I thought he was quite funny even if the actual ways you could convince him he was wrong in his very short conversation with you were bizarre and rather silly. The Enclave never really had a good “enemy” to relate to, the Colonel you never really saw much of, or knew much about sadly.

A Horrible End to a Otherwise Fun Journey

The “Boss” who we barely know…
The “choice” and ending laid bare…
We die, hooray! πŸ™

Fallout 3, well, as I’ve seen complaints elsewhere, let me agree – the ending is a tad on the letdown side. There is nothing near the quality of Storm of Zehir‘s ending (which was fully narrated, included every major sidequest outcome and even allowed you to re-pick what happened to get every ending!), but instead, once you do a ridiculously easy fight you push a few buttons and die. Yep, die. No choice in the matter, even if you’re a 10-intelligence, maxed-out-science prodigy genius like myself. Nope, I have to shoot then sacrifice myself. How fun.

Woo, way to stop the game in it’s tracks, especially if you have lots of unfinished business. Luckily I had been told, and read about this, so while I didn’t know the specifics of the plot, I knew I had to do sidequests before starting the last quest. The designers even realised their error and brought out downloadable content to “fix” this – by saying the player was merely knocked out and woke up 2 weeks later. A shame the actual ending just wasn’t up to the rest of the game, like I said, so disappointing overall, to me an absolutely horrible ending. You never knew what actually happened to those places you saved, helped, burned to the ground or blew up.

To Sum Up…

First view outside the vault, come on, you know you want to go looking…

There was a reason I put off the ending for 3 months (since I ended most of my quests in March and played the last bit recently), and it is obvious I disliked it. I ran out of general quests to do really, and once you reach level 20, killing more things just gets “in your way” – the combat, after 50 hours of it, can’t get much more repetitive of course!

However, the mix of item-finding, exploration of large areas and all the little touches in design, history, backstory and world feel, this is worth playing. You can always avoid quests that are boring, and work on doing other things. The non-combat choices might be limited, however I still had fun finding new things, and certainly exploring the mythology of the world pre- and post-apocalypse. It’s a crazy Science! world, and all the more fun for it.

SYNSO2: Squid Yes, Not So Octopus 2: Squid Harder


Robert Fearon (his blog, Mersey Remakes) has done a second follow up to War Twat (which I enjoyed), called Squid Yes, Not So Octopus: Squid Harder (which is actually a sequel of SYNSO: Squid Yes, Not So Octopus). I played the beta form and managed 1 minute just about…the full complete (with more stuff!) one should be out v. soon.

A shooter where it starts fast and only gets faster, with options for auto shoot and turning speeds which is much appreciated. The music is funky, the graphics awesome and gorgeous and overwhelming, subliminal messages just as cool as War Twat, top notch short fun πŸ™‚

Screenshots do not justify it but here is one to tempt you:


Just a note: doesn’t do badly at full screen on a widescreen monitor, but sometimes windowed is easier to control – since up/down movement then is the same speed as left/right movement. πŸ˜€

Mirror’s Edge

The City at Night, rather awesome.

I got Mirror’s Edge for a much more reasonable Β£15 at Game on Friday, and finished it on Saturday. The game was, I’ll say, about equal measure of fun and frustration. From what other critical looks I’ve seen, that pretty much is the consensus all round. It is also ridiculously short, as a fast-action platformer, if you actually succeed in doing levels well, the game flies by.

The good parts are that it is, at it’s best points, a great moving, great looking game. The first person perspective can really work, and I thoroughly enjoyed leaping around with speed. The runner vision (where you are best going marked in red) generally succeeds, and level layouts are generally well made in this regard – although quite linear most of the time. I also want to point out, the lack of GUI is refreshing – you actively use your hands (to press buttons, turn things as appropriate) which looks and feels awesome.

However, on the other hand, coupled with the short (no, exceedingly short) nature of the game, it suffers when the design is purposely annoying. One major section I spent at least half an hour falling and dying constantly consisted of jumps and actions which were, really, easy to make, just Faith never seemed to grab hold of something. The game strings out the content by making some bits really difficult, and so get used to seeing that same bit again and again if there are not enough save checkpoints.

I’ll also note there is online activation. This isn’t great, although at least it isn’t a “contacting server to make sure you can’t install this”, so I will always, at least, be able to install it. Since it is so hidden though, I do wonder how many installs I get…hmm…

The combat, well, less said the better. By far the worst aspect of the game – and I wish it was impossible (allowing fast speed to instead allow you to dodge with special moves, or incapacitate for a while, or at best knock out with one button press – not a quicktime event!). The various forced fights, well, I gave up on pacifism pretty quickly near the end. The boss fights, were, well, bizarre – a one which was two rounds of hand to hand fighting, two which were a single quicktime event, and another which was against a server room…sigh.

More cutscenes like this in game!

The story was hodgepodge – I didn’t like the flash-like cinematics (looks so drab, and un-pretty!) – I think the game engine was underutilised there. The characters were also very unsympathetic, and it barely made sense (“Wait…what? you’re going to investigate a random security firm just like that?!”), and looks like serious sections of sense were cut from the game. The difference between levels (an excuse to do parkour) and the story (I have to go to this area…why exactly?) is quite strange. I didn’t even get to see the protagonist’s base in first person – interactive cutscenes would have been awesome for the game too, like Half-Life 2 has, since you can see your hands – but never actually pick up and use anything. Still, since you are playing a character, it’s not too bad – although like I said, a missed opportunity to not do it for all the cutscenes. The ending – well, if it even was one, was…just a little clichΓ©d, and also a bit silly (for some reason you’re not shot by dozens of security people). If there is a sequel, there’s not many characters who are left alive out of the very tiny cast, so at least there might be some more interesting people there the future.

The audio also went out of sync on my system for some reason when it came to the speaking parts and cutscenes (I tried with and without vsync and PhysX, meh). This leads on nicely to say that the game also always displays in 16:9 – don’t play this on a square monitor, and my 16:10 monitor always had black bars. This is a downright lazy port, what with my audio issues and the black bars, almost but not quite as bad as Assassins Creed (which was worse because it had the fun “multi layer escape” option, making Alt-F4 faster). It does however at least look amazing, with great visuals (including lots of bloom) and some good sounds (running feels like running!).

Fun disarm moves, if you can pull them off…

How would I improve the gameplay myself? Make the protagonist more prone to doing the “right thing”. Moves are bloody ridiculous to pull off without pre-knowledge of the level layout – especially when you mistime a jump not quite late or early enough. My thinking would be to make it more Assassins Creed-like, where you can hold an “Up action” button and it’ll do a jump at the edge of a building or ledge, and also if there is an available jump while hanging and looking in a certain place – do it automatically (not having to press “up action” then “up action” again to hang on then “up action” again to pull yourself up – holding it down should be enough, and be much more fluid). Also stopping at edges better, so you don’t just fall off, would help – there is no reason why I should be looking at where my feet are in a first person game – my feet should know there is nothing there, and stop walking!

The combat – like I said, remove or drastically improve it. Pacifism would be great (so always having avoidable combat), but failing that the removal of the quicktime gun taking event would be nice – make it always consistently knock out the enemy would be nice. If you are able to get near these gun people, then they should become easy to take down (if you stand still, you would be easy to take down, moving fast though should be another matter). Make sure that the AI also can’t shoot through their friends would also be cool, and adding actual AI so it didn’t just do scripted cover usage (which I saw about once) would be nice. Those melee guys were ridiculous too πŸ™ multiple chasing enemies, with tasers, just is frustrating (and rather dumb, since it seems they are the ranged weapon they have, and you can’t disarmt hem in one hit – so you get two people able to hit you, you can’t knock either one out quickly, so you die).

So much to explore outside…if only we could.

Finally, it’d be nice if like Assassins Creed, it was more open world. The tight control is sometimes nice (for setpieces), but mainly frustrating in the game (when trying to figure out “how on earth do I get up there” usually). So many closed doors, and never an opportunity to see what The City is like in the short time – you only ever meet security personnel! The bag angle is also lost almost immediately when the game starts – this would have been great to have as “something to do”, in addition to mission objectives (and also make the other characters in the story have more point to them). At the very least, making all the cutscenes use the game engine, and possibly even be interactive, would be a great plus.

Give Mirror’s Edge a try if you have a chance – borrowing it should be easy, since you can finish it in something like 5 or 6 hours at the most, and give it back the same day! πŸ™‚ I did enjoy the fast parkour bits when they worked for me, so worth trying just for that, and the visuals are a great change of pace too.

See my gallery for a “travelogue”, or playthrough via. screenshots, or click below: